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kors k & REDALiCE - S2TBTANO*C Anthem feat. Yukacco

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Topic Starter
Seijiro
This beatmap was submitted using in-game submission on Friday, May 4, 2018 at 8:29:26 PM

Artist: kors k & REDALiCE
Title: S2TBTANO*C Anthem feat. Yukacco
Tags: J-Core short
BPM: 173
Filesize: 2136kb
Play Time: 01:43
Difficulties Available:
  1. Easy (1.4 stars, 87 notes)
  2. Hard (3.25 stars, 306 notes)
  3. Insane (4.59 stars, 415 notes)
  4. Normal (2.11 stars, 161 notes)
Download: kors k & REDALiCE - S2TBTANO*C Anthem feat. Yukacco
Information: Scores/Beatmap Listing
---------------
tu tu tu tu
ta ta ta ta
Kilabarus
from your q

Easy

  1. Changing SV in Easy is prohibited, isn't it?
  2. 00:04:395 (1,2) - Spacing you choosed for Easy looks kinda strange in patterns like this with overlaps, maybe change pattern or choose higher spacing?
  3. 00:34:916 (1,2,3) - Those 3 nearest objects can form a perfect triangle, which is better than nothing
  4. 00:48:788 - Add a circle woulb be better imo
  5. 00:59:887 (1) - During all next 1st kiai you follow only drums, why not to follow the same here?
  6. 00:34:916 (1,1) - Can be a blanket
Nice

Normal

  1. 00:14:627 (3,4) - can be a blanket
  2. 00:29:020 (5,1) - You did the same pattern in previous but in there was 1/2 gap, now it's 1/1 gap. This can be hard to read for new players
  3. 00:47:748 (2,3) - And again this patter with 1/2 gap.
  4. 00:48:788 (1,3) - I think you want to follow one thing: vocal or beats, not two at the same time. If you follow that electro sound, I think this is wrong, because vocals are important here, not these sounds
  5. 00:55:725 (2) - cool slider tho
  6. 01:00:927 - Maybe put a circle here? As you did here 01:03:702 (3,1) -
  7. 01:29:713 (4,2) - This can be a better blanket
Cool kiais

Hard

  1. 00:16:187 (3,4,5,6) - Same spacing to a circle after slider as 00:12:719 (1,2,3,4) - here can cause a reading difficulties. I recommend stacks here
  2. 00:34:569 (4,1,2,3) - Too many overlaps, rearrange this pattern maybe?
  3. 01:01:101 (1,2,3) - Wow I like this pattern, something interesting
Insane

  1. Check AImod
Have nothing to say about this diff, pretty good


GL~
SnowNiNo_
M4M from queue
  • [Insane]
  1. and this is wat MA said lol
  2. 00:16:881 (5,6) - 00:22:430 - the structure of the echo sound here shouldnt be the same as the vocal imo, since theyre different sound, imo decreasing the sv would be better choice to express the echo sound
  3. 00:19:482 (3,4) - i think a 1/2 slider is better here since ur missing the piano sound at 00:19:655 - 00:20:002 -
  4. 00:28:326 (3,4) - 00:31:101 (3,4) - imo keeping the spacing would be more consistent in this part, like wat u did at 00:39:424 -
  5. 00:48:442 (1,3) - off stack
  • [Hard]
  1. seems like ur not using consist spacing on hard diff, idk if its suitable, but is kinda messy to me
  2. 00:16:881 - same as insane diff, decreased the sv would be better
  3. 00:35:436 (3) - 00:46:534 (2) - ill change to 1/2 slider instead of a 1/1 reverse, ur missing strong sound at 00:35:609 - 00:35:956 - , i dont think its rlt suit for this part
  4. 01:17:228 (4,1) - off stack
  • [Normal]
  1. 00:04:395 (1,2,1) - spacing should be x1.1 here instead of x1.0
  2. 00:09:077 (3,1) - 00:13:933 (2,3) - spacing issue
  3. 01:00:927 - map the sound to keep consistent with ur first kiai, ur mapping every sound but not here 01:03:702 - 01:06:476 - etc
  • [Easy]
  1. 00:46:014 (1,2) - keep constant x1.0 ds maybe lol?
  2. 01:01:968 (3,1) - 01:12:372 (3,1) - why not keep the ds here either, like wat u did the whole kiai
gud
DeRandom Otaku
[General]
  1. Disable countdown and widesreen support :eyes:
[Easy]
  1. 00:08:557 (2,1) - Any reason for 2.48x DS?
[Normal]
  1. 00:08:210 (1,2) - This compared to 00:13:760 (1,2) - , Theres a huge difference between the intensity of vocals between what these two support, The vocals in first case are much louder thats why i guess unstacking 00:08:210 (1,2) - these will be better since addition of movement will give emphasis to the vocals more than 00:13:760 (1,2) -
  2. 00:16:187 (1,2) - 00:17:575 (1,2) - These might be intentional but are the overlaps really needed ? they are overlapping just a tiny bit and it looks kinda bad
    Same for 00:21:736 (1,2,1,2) -
  3. 00:33:528 (3,4) - DS is inconsistent here, If you delete the 0.7x SV timing point from 00:34:569 - you will see the DS between these two is 0.8x instead of 1.0x
  4. 00:43:239 (1,2) - DS
  5. 01:00:927 - The melody sound on this beat is actually stronger than all others surrounding it . Its stronger (or equally as strong as) the sounds on 01:01:101 - 01:01:447 - 01:01:794 - etc. The beat being skipped feels really weird. So yeah, it should be mapped. The same sound in next pattern is mapped as well which is at 01:03:702 - . You can change the rhythm at 00:59:887 (1,2) - to http://puu.sh/wFo5X/4270941bf4.jpg which sounds similar to your current one and will easily fix the problem
[Hard]
  1. 00:30:580 (4,1) - "Dont stack louder sound on weak sounds!!!"
  2. 00:45:667 (3) - Since you are distinctly following vocals in the whole section thats why you should not skip 00:45:840 - For sure, The vocal here is louder than most others before. The "aaa" kind of vocal starts from 00:45:840 - Not from 00:46:014 -
  3. 01:19:309 (1,2,1,2) - The pattern is nice yea but i don't think this a good idea for hard, because the sliders are ending in the direction that is opposite to where the next sliders start , This can totally cause slider breaks for newbies. But if you wanna stay technical and stuff then you may follow the same concept for 01:38:731 (1,2,1,2,1,2,3,4) - Too
[Insane]
  1. Ai-mod :eyes:
  2. 00:43:760 (2,3) - Why suddenly break the circle flow eh The song doesn't change here or anything. So yea you may ctrl+g 00:44:280 (3) -
  3. 00:52:604 (6) - The slider is emphasizing the melody in a wrong way since the sound that you are following in this part is at 00:52:777 - but the slider starts at 00:52:603 -
Nice
gl
Mir
Free mod for sensei~

[Easy]

I can't find anything lol

[Normal]
- 00:14:627 (3,4) - Blanket hurts my soul :?
- 00:16:187 (1,2) - 00:17:575 (1,2) - Shouldn't these be the same sliders.. unless you want to represent the echo.. in which case they're the same phrase anyways o.o
- 00:39:424 (4) - Mmm this skips 00:39:598 - which is a vocal, and you followed vocals for 00:37:690 (1,2,3) - while skipping drums, so skipping all of a sudden the vocal is kinda weird. Doing 00:41:852 (3,4) - may work better?
- 01:26:072 (4,5) - Again skipping the vocals suddenly is a bit weird when you can probably do a rhythm like this or similar. // 01:37:170 (4,5,6,1) -

[Hard]
- 00:45:840 - Somehow making this clickable would fit I think with your vocal-centric rhythm here, especially cuz it's clickable at 00:47:401 (1,2) - but a lot weaker, so it makes sense to me to click it also earlier where it's stronger.
- 00:57:199 (2) - Is it just me or is there nothing here? o.o I think that removing this might actually make this buildup a tad easier, cuz going from 8 1/2 taps to a triple isn't easy on the stamina or finger control of players at this level.
- 01:01:447 (2,3) - Due to slider leniency these don't get nearly the same emphasis as 01:01:101 (1,2) - do and I'm not sure that's intentional because they're all the same intensity relatively and at 01:03:875 (1,2,3) - it gets reversed so now 1,2 have less emphasis. :?
- 01:26:072 (1,2,3,4) - Another thing about skipping vocals as they're still going on, there's still the last two syllables of the vocal left but they're skipped after the previous full phrase had been mapped which kind of leads to a weird transition imo. // 01:37:170 (1,2,3,4) -

[Insane]
- 00:16:187 (3) - Maybe NCing this might work better with how 00:17:575 (1) - is NC'd along with the clear separation of these sounds with patterning from 00:15:840 (2) - and it was kinda done here 00:21:736 (1,1).
- 00:25:725 (5,7) - How about stacking 5 on 7 and deleting 6 for that emphasis on the vocal stop?
- 01:02:141 (4,5) - Okay so this isn't a triple but after half of the kiai 01:13:239 (4,5,6) - now it's a triple? o.o I think making it a triple consistently would be better because you already use 1/4 sliders for multiple different sounds like 01:03:528 (6,7) - 01:10:465 (4,5) -
- 01:16:361 (7,1) - Shouldn't this be a triple? o.o
- 01:21:910 (7) - This can also be an actual triple since you used a lot of them earlier and using a 1/4 slider so close is actually a lot easier to play :? // 01:34:049 (6,7) - 01:36:823 (4,5) - is weird cuz here it's not a triple and 01:35:435 (5,6,7) - it is a triple..
- 01:43:933 (1) - How about moving it a bit for some emphasis? It's quite a noticeable sound.

Oh ye and same thing about dropping the vocals in the Insane too. :?

!!!
Gaia
hihi

[easy]
personally i'd prefer not to switch DS in a lower diff zz (yeh i know its cuz sv but if i'd recommend raising ds at those sections)
00:15:494 (3) - the stack is probably not a good idea in the lowest diff, move it up more to somewhat avoid the overlap?
01:02:314 - why not map this out too? same for the next sections// you've done it 01:10:638 (4) -
01:27:286 (3) - ya same as earlier
01:31:794 (3) - reverse this would help polarity + it'd fit too

[normal]
00:15:320 (4) - uhh fix blanket if u want
00:27:286 (2) - 00:30:060 (2) - etc. - consider shortening by 1/2 so it's less of a slidertrain
00:50:002 (3,4) - the whole intro you've strictly followed the vocals but here you suddenly changed to the melody instead of the constant vocalish 1/1 beats which can be quite misleading (especially since (1) follows those vocals too)
01:00:927 - is a pretty emphasized note in the melody imo// the section isn't consistent with 01:05:436 (1,2,3,1) - either
01:26:072 (4) - 01:37:170 (4) - again, seeing how you picked vocals over instrumentals at 01:28:326 (2,3) - i'd recommend this rhythm here

also the circle + slider stacks switches between being 1/1 (i.e.00:29:020 (5,1) - ) and 1/2 (i.e. 00:08:210 (1,2) - 01:02:141 (2,3) - ) beats apart, might wanna make them distinct by making these stacks strictly a certain rhythm

[hard]
00:15:840 (2,3,4) - etc. spacing makes this pretty confusing, maybe just 1/2 slider would be enough
00:25:551 (4,5) - switch positions in timeline for vocal emphasis
00:35:436 (3) - the reverse is pretty covered up so how about curving it down instead? covered reverses are unrankable and since this is a hard i strongly recommend changing this
01:01:101 (1,2) - hmm probably a reading hazard imo lol
01:19:655 (2,1,2) - covered reverses, try this? http://puu.sh/wForD/97ec56dd6e.jpg
01:20:696 (1,2,3) - the main melody is on the upbeat so this is awkwardly inconsistent with the previous rhythms, if you're keen on following the downbeats maybe replace with 1/2 sliders like u did before, or just shift them all 1/2 earlier xD

[insane]
aimod
00:44:280 (3) - ctrl+g? seeing how 00:40:118 (6) - is like that
00:49:482 (3) - fix ur stack if u want w
00:52:430 (4,5,6) -
01:20:696 (1,2,3) - same as hard
01:28:673 (5,1,2,3) - u map the vocals but hitsounds are for the bg melody and it sounds kinda off for me, maybe lower volume a bit?

that's all, glhf!
_handholding

Easy
  1. 00:04:395 (1,2) - can you make these visually spaced like 00:27:979 (2,3)
  2. 01:38:817 (1) - a hitsound addition at the end would be cool too. A drum sample just doesn't feel enough imo. how about a drum finish?

Normal
  1. 00:16:187 (1,2) - can you not make these slightly touch? :v
  2. 00:18:962 (1) - bit random of a random shape structurally right?
  3. 01:19:309 (1) - personal opinion, but I think a spinner would fit better, especially for a normal. They are generally a more fun element to play than long sliders and the recovery time at the end allows it to be viable
  4. 01:22:083 (1) - NC combos here are now 2 measures long whereas in the first they were 1 measure long. If this is intentional then idk what to think of it since it would just mean that players would just end up getting more hp back in the 1st kiai than they would in any other section of the map. The high object density should be giving them enough hp as it is
  5. 01:32:314 (4) - drum whistle on slider head for vocal? Actually im not sure if you want a drum whistle or soft whistle here. because you have a drum whistle at 01:35:089 (5) but a soft one at 01:33:702 (2) . Maybe 2 is suppose to have a soft whistle?
  6. 01:38:817 (1) - same as easy

Hard
  1. 00:38:384 (3,2,3) - small thing. The way they are stacked it looks like they are stightly touching. would look better if the stacked objects were placed in the middle of the 2 sliders https://osu.ppy.sh/ss/8548194
  2. 00:40:985 (2,3) - you really hate easy flow don't you ><
  3. 00:42:546 (3) - I think this would be much better placed here https://osu.ppy.sh/ss/8548209 or http://puu.sh/wFp4K/dab10f4658.jpg . None of your other 1/2 beats in this section have overlapped objects such as these so I think structurally it would make more sense to no underlap it circle 3.

Insane
  1. Unsnapped objects and unsnapped kiai. Check Ai mod ;)
  2. 00:27:979 (1,2,3,4) - Im not really fond of this pattern. I don't really see what you're emphasizing with the difference in spacings and seems a bit of a random reflection of the song. Nothing really eccentric happens within the song so this is one of those parts where I think it would be better to map generically tbh (even tho you hate that ;) ) . This would go for other patterns like this too
  3. 00:35:262 (2,3) - lowering the spacing would help emphasis 3 a lot better
  4. 00:37:344 (4) - 00:40:118 (6,1) - 00:42:892 (6,1) - I noticed these 3 had different spacing and structure to the rest of your 1/4 spacings. At first I thought you were doing this as it was a start of a new section but you didn't do it for 00:44:280 (3,1) . Then I thought you were doing it for the strong finishes but there isnt a strong finish at 00:40:118 (6,1) . So with that being said would this be a case of an accidental inconsistency
  5. 01:01:101 (1,2,3) - this is subjective but I find this a bit boring flow wise as a player. Maybe you could change the patterns (or a few for variety) to something like this http://puu.sh/wFoNA/819479fa67.jpg or https://osu.ppy.sh/ss/8548149 . 01:12:199 (1,2,3) - play fine tho
  6. I'm not really sure how I feel about the kickslider circle patterns such as 01:04:916 (4,5) . They are really close and play (almost) like stacks which does feel right in the song
[]
edit: decided to mod easy and normal too
PoNo
[Mod]
Easy
01:05:436 (1,2,3) - I think that rhythm can be the same has 00:59:887 (1,2,3) - , cause the song looks like the same. This is interesting to have 2 styles of rhythm different but for a new player maybe use the same one can be easier to play ? Thats just a simple proposition cause I've seen you change the rhythm for every similar parts

01:19:309 (1) - This spinner is pretty fast for an easy right ?

01:38:731 (1) - And maybe this one is too long ? you skipped a lot of potential things for the map by placing this spinner on a kiai section in my opinion !

00:08:557 (2,1) - This gap looks pretty huge for a new player, maybe its possible to reduce it a bit 00:15:494 (3,1) - like this one ?

00:46:014 (1,2) - The shape is cool, but is this really appropriate for an easy diff ? basic sliders shapes are better for that diffs

Normal
00:31:794 (5) - Stack failed a bit

01:38:817 (1) - Why there is the same spinner here :(

00:54:338 (1) - Its my personnal opinion but this shape looks a bit strange compared to the next one, i'm not very fan of it, but its my opinion !

00:59:887 (1) - In that whole section you use 4 times a reverse for this pattern 01:01:101 (1) - and only 3 times a couple of hitcirles like 01:12:199 (1,2,3,4) - I think you can try to make 3 reverses for the first part, then a mix of hitcircles and slider for the 4th one, and also make only hitcircles for the last ones. Like that you'll have a clean balanced rhythm pattern, also why the first one is different than the 2 next ones o.o at 00:59:887 (1,2) -


00:34:569 (4) - Why the prev is way higher than the next :

Well, I'll not mod the next diffs cause you'll have a tons of mods on it also yeah, i'm lazy for that :lol:

imo, you have to find a 192kb audio for that cause the actual one is 128

you can also remove the countdown for hard and Insane cause thats usless with a spinner

Combo color 2 and 3 are way a bit similar I think, be carefull with it

You can add in tags : J-Core Japanese Vocal

And thats all for me, just a mod for fun !
Topic Starter
Seijiro
"MashaSG"
from your q

Easy

  1. Changing SV in Easy is prohibited, isn't it? not really
  2. 00:04:395 (1,2) - Spacing you choosed for Easy looks kinda strange in patterns like this with overlaps, maybe change pattern or choose higher spacing?
    aside from a few places, everything is relatively DS'd. What changes is the Sv to give the right feeling of the song's intensity.
    Long story short: it is intentional (and I dont think it's ugly either)

  3. 00:34:916 (1,2,3) - Those 3 nearest objects can form a perfect triangle, which is better than nothingah right, I did forget to polish something
  4. 00:48:788 - Add a circle woulb be better imo here is kinda bad, since that beat is even less strong than the one I just placed on the last slider tail. By logic, a weaker beat than beat placed on a weak spot shouldn't even be there
  5. 00:59:887 (1) - During all next 1st kiai you follow only drums, why not to follow the same here? right, this is kinda inconsistent
  6. 00:34:916 (1,1) - Can be a blanket not visible in gameplay
Nice

Normal

  1. 00:14:627 (3,4) - can be a blanket wait, isn't it already one? o.O
  2. 00:29:020 (5,1) - You did the same pattern in previous but in there was 1/2 gap, now it's 1/1 gap. This can be hard to read for new players pretty sure this doesn't pose a huge problem but I'll see what others say (eventually I will take testplayers but I had a similar situation on another mapset and stacks like this are not a big problem)
  3. 00:47:748 (2,3) - And again this patter with 1/2 gap. ye ^ The AR should also make it noticeable but I'll ask
  4. 00:48:788 (1,3) - I think you want to follow one thing: vocal or beats, not two at the same time. If you follow that electro sound, I think this is wrong, because vocals are important here, not these sounds they seem quite easy to listen to, moreover they are sliders which gives more leniency.
    Again, this doesn't seem to pose a big problem here as long as the player listens to the song

  5. 00:55:725 (2) - cool slider tho when creativity is what it is xD Thanks
  6. 01:00:927 - Maybe put a circle here? As you did here 01:03:702 (3,1) - the core rhythm is different tho and such a pattern is not used anywhere else (not sure you noticed how I rarely spread 1/2 beats and opt for stacks instead)
  7. 01:29:713 (4,2) - This can be a better blanket ayy, let's get those pixels right
Cool kiais ikr

Hard

  1. 00:16:187 (3,4,5,6) - Same spacing to a circle after slider as 00:12:719 (1,2,3,4) - here can cause a reading difficulties. I recommend stacks here ye, I get that, but it was made on purpose and it is really the only "challenge" in this diff. I will see how this gets played to make sure and move things accordingly
  2. 00:34:569 (4,1,2,3) - Too many overlaps, rearrange this pattern maybe? they are just 2 tho xD + the last slider is fairly long with that repeat so it is not intense either to kill the player
  3. 01:01:101 (1,2,3) - Wow I like this pattern, something interesting MrSergio Corp. (c)
Insane

  1. Check AImod ooops
Have nothing to say about this diff, pretty good


GL~


"SnowNiNo_"
M4M from queue
  • [Insane]
  1. and this is wat MA said lol ye, rip
  2. 00:16:881 (5,6) - 00:22:430 - the structure of the echo sound here shouldnt be the same as the vocal imo, since theyre different sound, imo decreasing the sv would be better choice to express the echo sound
    it's not structure but mapping choice* lol
    And I find the shorter sound expressing better the echo here :roll:
  3. 00:19:482 (3,4) - i think a 1/2 slider is better here since ur missing the piano sound at 00:19:655 - 00:20:002 -
    the previous pattern was completely on vocals and I have no way to connect it to the piano, hence I kept it on vocals and added variety
  4. 00:28:326 (3,4) - 00:31:101 (3,4) - imo keeping the spacing would be more consistent in this part, like wat u did at 00:39:424 -
    I don't really see a reason to, tho xD
  5. 00:48:442 (1,3) - off stack not visible in gameplay
  • [Hard]
  1. seems like ur not using consist spacing on hard diff, idk if its suitable, but is kinda messy to me
    that happens in the first 30 secs only and it is for the intro. On faster parts I do not play around with misleading spacings since it would be overkill. It is a way to add challenge on lower diffs
  2. 00:16:881 - same as insane diff, decreased the sv would be better
    there isn't even a SV to compare the first slider with tho =w=
  3. 00:35:436 (3) - 00:46:534 (2) - ill change to 1/2 slider instead of a 1/1 reverse, ur missing strong sound at 00:35:609 - 00:35:956 - , i dont think its rlt suit for this part
    starting from 00:34:569 (4) - the focus is clearly on vocals as my patterns suggest. It would be misleading to switch over the drums just because there are 1/2 beats we can use
  4. 01:17:228 (4,1) - off stack ops
  • [Normal]
  1. 00:04:395 (1,2,1) - spacing should be x1.1 here instead of x1.0
    does it change that much in the end?
  2. 00:09:077 (3,1) - 00:13:933 (2,3) - spacing issue not an issue. Longer snaps are in fact more misleading with cramped spacing imo. There is enough time to react to them anyway, dw
  3. 01:00:927 - map the sound to keep consistent with ur first kiai, ur mapping every sound but not here 01:03:702 - 01:06:476 - etc it's a different pattern tho =w=, made on purpose for the intro to the kiai
  • [Easy]
  1. 00:46:014 (1,2) - keep constant x1.0 ds maybe lol? oh my, I added 5 pixels more than the other snaps, what will we do now? :o
  2. 01:01:968 (3,1) - 01:12:372 (3,1) - why not keep the ds here either, like wat u did the whole kiai because no human eye can recognize such a silly different amount of pixels in gameplay. I needed that space to not make my patterns look cramped
gud

"DeRandom Otaku"
[General]
  1. Disable countdown and widesreen support :eyes: only countdown because I don't care about widescreen xd
[Easy]
  1. 00:08:557 (2,1) - Any reason for 2.48x DS? reduced, but still big since I dont want cramped things
[Normal]
  1. 00:08:210 (1,2) - This compared to 00:13:760 (1,2) - , Theres a huge difference between the intensity of vocals between what these two support, The vocals in first case are much louder thats why i guess unstacking 00:08:210 (1,2) - these will be better since addition of movement will give emphasis to the vocals more than 00:13:760 (1,2) -
    you didn't notice how there isn't a single unstacked 1/2 in the map, right?
    Whenever there are 2 1/2 clickable beats in a row I stack them on top of a slider to make them less intense
  2. 00:16:187 (1,2) - 00:17:575 (1,2) - These might be intentional but are the overlaps really needed ? they are overlapping just a tiny bit and it looks kinda bad
    Same for 00:21:736 (1,2,1,2) - they don't really look bad for me tho lol
  3. 00:33:528 (3,4) - DS is inconsistent here, If you delete the 0.7x SV timing point from 00:34:569 - you will see the DS between these two is 0.8x instead of 1.0x
    oh my, let me change that right awa- nope, who cares
  4. 00:43:239 (1,2) - DS you're the thirdo ne pointing these out, but you guys should really stop thinking so boxy. There is no rule saying DS must be constant on lower diffs
  5. 01:00:927 - The melody sound on this beat is actually stronger than all others surrounding it . Its stronger (or equally as strong as) the sounds on 01:01:101 - 01:01:447 - 01:01:794 - etc. The beat being skipped feels really weird. So yeah, it should be mapped. The same sound in next pattern is mapped as well which is at 01:03:702 - . You can change the rhythm at 00:59:887 (1,2) - to http://puu.sh/wFo5X/4270941bf4.jpg which sounds similar to your current one and will easily fix the problem
    your suggestion ignores two things:
    - the rhythm changes for this first pattern, on the instruments I am following
    - I will never use unstacked 1/2 beats on this diff
    I will rather avoid the 3 1/2 beats in a row too but that is not really a valid reason here
[Hard]
  1. 00:30:580 (4,1) - "Dont stack louder sound on weak sounds!!!" is this a meme? =w= Both sounds have enough emphasis to be clicked
  2. 00:45:667 (3) - Since you are distinctly following vocals in the whole section thats why you should not skip 00:45:840 - For sure, The vocal here is louder than most others before. The "aaa" kind of vocal starts from 00:45:840 - Not from 00:46:014 -
    ye, that's why I mapped 00:43:760 (2,3) - before hand, so the change over drum is not unexpected completely. To be fair, I would rather avoid a long chain of 1/2 objects in this calm part
  3. 01:19:309 (1,2,1,2) - The pattern is nice yea but i don't think this a good idea for hard, because the sliders are ending in the direction that is opposite to where the next sliders start , This can totally cause slider breaks for newbies. But if you wanna stay technical and stuff then you may follow the same concept for 01:38:731 (1,2,1,2,1,2,3,4) - Too
    Please have a look: https://imgur-archive.ppy.sh/6cNEbJZ.png
[Insane]
  1. Ai-mod :eyes: ye
  2. 00:43:760 (2,3) - Why suddenly break the circle flow eh The song doesn't change here or anything. So yea you may ctrl+g 00:44:280 (3) -
    it changes section + it prepares the player to focus on the vocals I am gonna use for 00:46:014 (1,2,3,4,5,1,2,3,4) -
  3. 00:52:604 (6) - The slider is emphasizing the melody in a wrong way since the sound that you are following in this part is at 00:52:777 - but the slider starts at 00:52:603 -
    it's more of a fusion between instruments there. The repeat also works as a "push" so you get the right feeling (I tested this myself a lot to ensure it)
Nice
gl

"Mir"
Free mod for sensei~

[Easy]

I can't find anything lol noice

[Normal]
- 00:14:627 (3,4) - Blanket hurts my soul :? am I the only one not seeing it? lol I guess I fixed it... ?
- 00:16:187 (1,2) - 00:17:575 (1,2) - Shouldn't these be the same sliders.. unless you want to represent the echo.. in which case they're the same phrase anyways o.o
since the echo is technically "quieter" than the main vocals I reduced the slider curve slightly
- 00:39:424 (4) - Mmm this skips 00:39:598 - which is a vocal, and you followed vocals for 00:37:690 (1,2,3) - while skipping drums, so skipping all of a sudden the vocal is kinda weird. Doing 00:41:852 (3,4) - may work better?
managed something different :p
- 01:26:072 (4,5) - Again skipping the vocals suddenly is a bit weird when you can probably do a rhythm like this or similar. // 01:37:170 (4,5,6,1) -
if we talk about vocals you can hear that she starts a really long one from 01:26:592 - . That being the case, I tried to subtly switch over to instruments, since my hitsounding is also based on that

[Hard]
- 00:45:840 - Somehow making this clickable would fit I think with your vocal-centric rhythm here, especially cuz it's clickable at 00:47:401 (1,2) - but a lot weaker, so it makes sense to me to click it also earlier where it's stronger.
thing is tho: if I add that beat then everything becomes a cluster with three beats at 00:45:494 - 00:45:667 - 00:45:840 - . Since I wanted the clap on 00:45:667 - that's the best thing I could do. I also added a different way to interpret it with drums at 00:43:760 (2,3) - to sort of introduce such a change :/
- 00:57:199 (2) - Is it just me or is there nothing here? o.o I think that removing this might actually make this buildup a tad easier, cuz going from 8 1/2 taps to a triple isn't easy on the stamina or finger control of players at this level.
I probably imagined that lol. It sounds better
- 01:01:447 (2,3) - Due to slider leniency these don't get nearly the same emphasis as 01:01:101 (1,2) - do and I'm not sure that's intentional because they're all the same intensity relatively and at 01:03:875 (1,2,3) - it gets reversed so now 1,2 have less emphasis. :?
ye, these heads aren't supposed to have a strong emphasis at all. Due to movement, all of them are rather passive so they are equal in the fact they have weak emphasis on head (well, maybe first one is a bit more emphasized, but it's really small difference)
- 01:26:072 (1,2,3,4) - Another thing about skipping vocals as they're still going on, there's still the last two syllables of the vocal left but they're skipped after the previous full phrase had been mapped which kind of leads to a weird transition imo. // 01:37:170 (1,2,3,4) -
vocals start making too long notes to make them fit into the fast pace of the kiai. Hence why I opted for the instruments I used before (this way it is a bit easier to recognize them, right?)

[Insane]
- 00:16:187 (3) - Maybe NCing this might work better with how 00:17:575 (1) - is NC'd along with the clear separation of these sounds with patterning from 00:15:840 (2) - and it was kinda done here 00:21:736 (1,1).
managed something
- 00:25:725 (5,7) - How about stacking 5 on 7 and deleting 6 for that emphasis on the vocal stop?
that would kinda kill the introduction to other instruments later on tho. The player shouldn't rely on just one instrument alone in my maps
- 01:02:141 (4,5) - Okay so this isn't a triple but after half of the kiai 01:13:239 (4,5,6) - now it's a triple? o.o I think making it a triple consistently would be better because you already use 1/4 sliders for multiple different sounds like 01:03:528 (6,7) - 01:10:465 (4,5) -
they are all on similar enough sounds tho. The matter about using actual triplets or simplified triplets was to make a progression towards the end of the kiai, which is more intense (relatively)
- 01:16:361 (7,1) - Shouldn't this be a triple? o.o
since we're approaching a different section of the song I need a transition :p
- 01:21:910 (7) - This can also be an actual triple since you used a lot of them earlier and using a 1/4 slider so close is actually a lot easier to play :? // 01:34:049 (6,7) - 01:36:823 (4,5) - is weird cuz here it's not a triple and 01:35:435 (5,6,7) - it is a triple..
transition gets repeated to make the player go back to the first sort of rhythm. Think of this pattern as a door: I open it once to go from the kitchen to the living room and then I open it once again to go from the living room to the kitchen (if that makes sense)
- 01:43:933 (1) - How about moving it a bit for some emphasis? It's quite a noticeable sound.
not really part of the style of this map tho xD My way to emphasize that strong sound was through less spacing to the next note, actually

Oh ye and same thing about dropping the vocals in the Insane too. :? :S
!!!

"Gaia"
hihi

[easy]
personally i'd prefer not to switch DS in a lower diff zz (yeh i know its cuz sv but if i'd recommend raising ds at those sections) I believe it is not so noticeable in gameplay
00:15:494 (3) - the stack is probably not a good idea in the lowest diff, move it up more to somewhat avoid the overlap? not visible in gameplay
01:02:314 - why not map this out too? same for the next sections// you've done it 01:10:638 (4) - I did it in that spot because it was the exact half of the first kiai and I needed a transition + the pitch is higher there
01:27:286 (3) - ya same as earlier this time it is the second kiai, which is slightly more intense than the first xD
01:31:794 (3) - reverse this would help polarity + it'd fit too polarity on a slider tail ?.? On a Easy ?.?
On a serious note, it would ruin the whole part here and make me re-do a good portion of patterns to make that repeat fit, so better not


[normal]
00:15:320 (4) - uhh fix blanket if u want turns out I'm blanket-phobic xd
00:27:286 (2) - 00:30:060 (2) - etc. - consider shortening by 1/2 so it's less of a slidertrain just 4 objects don't seem like much to me tho :roll:

00:50:002 (3,4) - the whole intro you've strictly followed the vocals but here you suddenly changed to the melody instead of the constant vocalish 1/1 beats which can be quite misleading (especially since (1) follows those vocals too)
vocals aren't treated as a main instrument anymore anyway, so my focus shifts onto instruments. Maybe it's just me?
01:00:927 - is a pretty emphasized note in the melody imo// the section isn't consistent with 01:05:436 (1,2,3,1) - either
well, they are different there. Not in the fact that instrument plays the same, but the fact that the rhythm before that part is different and therefore expressed differently.
Also, it would be cool to have at least one example of what I could do there, since it is the fifth time I deny this lol (01:00:927 - )

01:26:072 (4) - 01:37:170 (4) - again, seeing how you picked vocals over instrumentals at 01:28:326 (2,3) - i'd recommend this rhythm here
after the second 1/1 slider it feels incredibly off, so nope

also the circle + slider stacks switches between being 1/1 (i.e.00:29:020 (5,1) - ) and 1/2 (i.e. 00:08:210 (1,2) - 01:02:141 (2,3) - ) beats apart, might wanna make them distinct by making these stacks strictly a certain rhythm
wherever I used 1/1 stacks there wasn't a single 1/2 stack in-between. Same viceversa. I didn't mix them, I used them in different parts.
The 1/1 stacks can be seen only in 00:26:592 - 00:47:401 - . Everywhere else uses 1/2 stacked beats


[hard]
00:15:840 (2,3,4) - etc. spacing makes this pretty confusing, maybe just 1/2 slider would be enough each stack is distinctly using either vocals or instruments. Wherever it is on instruments they use anti-jumps, whereas 1/4 snaps are used only on vocals
00:25:551 (4,5) - switch positions in timeline for vocal emphasis vocals get emphasized regardless of this anyway, it is just a matter of not adding too strange snaps out of nowhere
00:35:436 (3) - the reverse is pretty covered up so how about curving it down instead? covered reverses are unrankable and since this is a hard i strongly recommend changing this
while not even having clicked the slider yet: https://osu.ppy.sh/ss/8549282
01:01:101 (1,2) - hmm probably a reading hazard imo lol the intro was supposed to train the player for this tho
01:19:655 (2,1,2) - covered reverses, try this? http://puu.sh/wForD/97ec56dd6e.jpg
they get more covered by their own slider heads here tho, rather than other sliders. I would rather keep them as they are since I use the same stream concept later on in the map
01:20:696 (1,2,3) - the main melody is on the upbeat so this is awkwardly inconsistent with the previous rhythms, if you're keen on following the downbeats maybe replace with 1/2 sliders like u did before, or just shift them all 1/2 earlier xD
I have to disagree here, since this part has no kiai time for a reason: it is weaker than the rest (just compare the drum from the stream and you will see what I mean). I also dislike filler rhythms with 1/2 slider tails for the only sake of keeping a pointless 1/2...

[insane]
aimod ye
00:44:280 (3) - ctrl+g? seeing how 00:40:118 (6) - is like that it wasn't in my plans, but it turns out it was inconsistent so ye changed
00:49:482 (3) - fix ur stack if u want w not visible lol
00:52:430 (4,5,6) -
that repeat gives a push which makes up for the emphasis it would get from a slider head
01:20:696 (1,2,3) - same as hard same
01:28:673 (5,1,2,3) - u map the vocals but hitsounds are for the bg melody and it sounds kinda off for me, maybe lower volume a bit? because they are meant to complement each other. Since I couldn't make vocals hitsounding fit into the other hitsounding I had to stick with just the pattern. I don't think it's a big deal anyway here

that's all, glhf!

"Kisses"

Easy
  1. 00:04:395 (1,2) - can you make these visually spaced like 00:27:979 (2,3) that would ruin my SVs' meaning tho :roll:
  2. 01:38:817 (1) - a hitsound addition at the end would be cool too. A drum sample just doesn't feel enough imo. how about a drum finish?
    I believe the normal finish is enough there (the drum finish sounds a bit strange to me there tbh)

Normal
  1. 00:16:187 (1,2) - can you not make these slightly touch? :v and not make pixel maniacs trigger? No way ! :^)
  2. 00:18:962 (1) - bit random of a random shape structurally right? let's say I didn't like it either :p
  3. 01:19:309 (1) - personal opinion, but I think a spinner would fit better, especially for a normal. They are generally a more fun element to play than long sliders and the recovery time at the end allows it to be viable
    if you take the previous spinner I used you will notice how this part is not as intense as the other. I used spinners mainly on intense stream parts on lower diffs and in the case of the Normal this part is not enough intense to warrant it
  4. 01:22:083 (1) - NC combos here are now 2 measures long whereas in the first they were 1 measure long. If this is intentional then idk what to think of it since it would just mean that players would just end up getting more hp back in the 1st kiai than they would in any other section of the map. The high object density should be giving them enough hp as it is
    wow, I did this without noticing. The second kiai focuses on the vocals that now appear, hence the musical stanza gets longer
  5. 01:32:314 (4) - drum whistle on slider head for vocal? Actually im not sure if you want a drum whistle or soft whistle here. because you have a drum whistle at 01:35:089 (5) but a soft one at 01:33:702 (2) . Maybe 2 is suppose to have a soft whistle?
    thanks to the pattern, I can afford a soft whistle which sounds better here
  6. 01:38:817 (1) - same as easy ye, same

Hard
  1. 00:38:384 (3,2,3) - small thing. The way they are stacked it looks like they are stightly touching. would look better if the stacked objects were placed in the middle of the 2 sliders https://osu.ppy.sh/ss/8548194
    but... but... https://osu.ppy.sh/ss/8553928
  2. 00:40:985 (2,3) - you really hate easy flow don't you ><
    o.o oh... and I thought this was easy tbh... Well, I checked the whole diff again and it turns out I used similar patterns all over the diff so umh... I'll keep for consistency
  3. 00:42:546 (3) - I think this would be much better placed here https://osu.ppy.sh/ss/8548209 or http://puu.sh/wFp4K/dab10f4658.jpg . None of your other 1/2 beats in this section have overlapped objects such as these so I think structurally it would make more sense to no underlap it circle 3.
    well, overlaps are not really a matter of section tho, it's more of a general concept used for the entire mapset (well, Hard and Insane only since I can't play with them on lower diffs too much)

Insane
  1. Unsnapped objects and unsnapped kiai. Check Ai mod ;) aaaa, every single time this stuff is messed up. Dunno even what I touch to make it happen tbh
  2. 00:27:979 (1,2,3,4) - Im not really fond of this pattern. I don't really see what you're emphasizing with the difference in spacings and seems a bit of a random reflection of the song. Nothing really eccentric happens within the song so this is one of those parts where I think it would be better to map generically tbh (even tho you hate that ;) ) . This would go for other patterns like this too
    gimme generic pattern then xD Although I focused on vocals for those transitions. This part is preparation for later on in the kiai where I switch back and forth between vocals and instruments
  3. 00:35:262 (2,3) - lowering the spacing would help emphasis 3 a lot better
    I change the type of emphasis here tho. I used in order to make those 2 sliders give off a different feeling to match the vocals. With 00:36:129 (5) - I switch back again to normal emphasis (it's basically: active slider > passive sliders > active sliders)
  4. 00:37:344 (4) - 00:40:118 (6,1) - 00:42:892 (6,1) - I noticed these 3 had different spacing and structure to the rest of your 1/4 spacings. At first I thought you were doing this as it was a start of a new section but you didn't do it for 00:44:280 (3,1) . Then I thought you were doing it for the strong finishes but there isnt a strong finish at 00:40:118 (6,1) . So with that being said would this be a case of an accidental inconsistency
    ye, gaia pointed this out above and I changed 00:44:280 (3,1) - . It should be fine now
  5. 01:01:101 (1,2,3) - this is subjective but I find this a bit boring flow wise as a player. Maybe you could change the patterns (or a few for variety) to something like this http://puu.sh/wFoNA/819479fa67.jpg or https://osu.ppy.sh/ss/8548149 . 01:12:199 (1,2,3) - play fine tho
    heh... but both suggestions look way too varied for the map. Take parts like 00:21:736 (1,2,3,4) - 00:29:366 (1,2,3,4) - 00:50:002 (1,2,3,4,5,6) - where the same things get used a lot. On a similar thought, too varied patterns will feel off to me.
    In this case I already change the angle at which each slider rotates so that's already enough for variety :/
  6. I'm not really sure how I feel about the kickslider circle patterns such as 01:04:916 (4,5) . They are really close and play (almost) like stacks which does feel right in the song
    well, they are meant to be followed at least a bit thanks to the flow. Take the link you gave me and see how 01:04:569 (3,4) - spacing here is really big. Assuming those playing this diff don't have a perfect control over their cursor yet, the spacing will make them need a bit more of space to turn back on it and click the circle. This way it feels like a zigzag movement which is more similar to a triplet than a stack.
    Anyway, the general idea was that the slider should be followed to perceive the intended flow, otherwise it indeed feels dull (that's why I am trying to change the player's vision with this map. Or I will just get a bad rating, lol)
[]
edit: decided to mod easy and normal too


"Ponoyoshi"
[Easy]01:05:436 (1,2,3) - I think that rhythm can be the same has 00:59:887 (1,2,3) - , cause the song looks like the same. This is interesting to have 2 styles of rhythm different but for a new player maybe use the same one can be easier to play ? Thats just a simple proposition cause I've seen you change the rhythm for every similar parts yep, managed something

01:19:309 (1) - This spinner is pretty fast for an easy right ? Auto gets 6000 of bonus, so i guess it is not a problem here :p

01:38:731 (1) - And maybe this one is too long ? you skipped a lot of potential things for the map by placing this spinner on a kiai section in my opinion !I am representing a stream, which would be way too hard in any way for this diff. Since I can't express it properly in no other way, there goes the spinner

00:08:557 (2,1) - This gap looks pretty huge for a new player, maybe its possible to reduce it a bit 00:15:494 (3,1) - like this one ?
considering the gap on the time line, it is not a big problem. I still reduced this with another mod above to make it less traumatic

00:46:014 (1,2) - The shape is cool, but is this really appropriate for an easy diff ? basic sliders shapes are better for that diffs
I don't think a double curve is such a complex shape tho lol + it follows well the vocals if you notice

[Normal]00:31:794 (5) - Stack failed a bit oops

01:38:817 (1) - Why there is the same spinner here :( because the stream is yet too intense here too. I can't afford to represent the stream properly with just 1/2 beats at most so I have to use the spinner. It's not that I like spinners, it's just that there is no other way to do it

00:54:338 (1) - Its my personnal opinion but this shape looks a bit strange compared to the next one, i'm not very fan of it, but its my opinion !
I can't really do much here to make it look better since I don't have enough space on the left of the screen lol

00:59:887 (1) - In that whole section you use 4 times a reverse for this pattern 01:01:101 (1) - and only 3 times a couple of hitcirles like 01:12:199 (1,2,3,4) - I think you can try to make 3 reverses for the first part, then a mix of hitcircles and slider for the 4th one, and also make only hitcircles for the last ones. Like that you'll have a clean balanced rhythm pattern, also why the first one is different than the 2 next ones o.o at 00:59:887 (1,2) -

starting from 00:59:887 (1,2) - : this one is different since it is a transition between parts yet
The fact that 01:01:101 (1) - I use sliders and then 01:12:199 (1,2,3) - circles is because I divided the kiai time into half and wanted the first half to be easier than the second one. The first half also works as introduction for the second, that's why it shouldn't be too hard to catch those circles.
The fact there are exactly 4 sliders and only 3 parts with circles has nothing to do with me, since that's how the song was divided lol.
Usually, a song has rhythms based on 4 measures. In this case the kiai is formed by 8 measures (4+4) but the last measure is used as a transition for the next kiai, hence why it became 4+3


00:34:569 (4) - Why the prev is way higher than the next
because there is a x0.70SV on it from the higher diffs, so the values are distorted. Remove it and you'll see []

Well, I'll not mod the next diffs cause you'll have a tons of mods on it also yeah, i'm lazy for that :lol:

imo, you have to find a 192kb audio for that cause the actual one is 128 as long as it doesn't sound bad it's fine to use a 128 one

you can also remove the countdown for hard and Insane cause thats usless with a spinner yep, removed for all of them

Combo color 2 and 3 are way a bit similar I think, be carefull with it they seem fine to me tho o.O

You can add in tags : J-Core Japanese Vocal why not, tags are a bit deserted right now

And thats all for me, just a mod for fun !

Phewwww, I guess that's all.
Thanks everyone for their mod, I will be modding back as soon as I can manage!
_handholding

MrSergio wrote:

[box="Kisses"]

Easy
  1. 00:04:395 (1,2) - can you make these visually spaced like 00:27:979 (2,3) that would ruin my SVs' meaning tho :roll:
    I wasn't tell you to change your SVs I was saying to change the visual spacing ie the DS. A DS of 1.2-1.3 should do. Having 1/1 beat objects tend to not play well with beginners in general and I also don't see how not having the same visual spacing for all parts of the map would play better. Spacing to me should always be visual, not the numbers displayed by DS because you use your eyes to read maps when playing not the numbers in the editor
    -
  2. 01:38:817 (1) - a hitsound addition at the end would be cool too. A drum sample just doesn't feel enough imo. how about a drum finish?
    I believe the normal finish is enough there (the drum finish sounds a bit strange to me there tbh)

    Well there is no normal finish here. You haven't added any hitsound addition at all.
edit: I didn't see 'meaning' after SV and replied to it as that. Though I still think my point somewhat stands
Topic Starter
Seijiro
I must be drunk, since I was sure I had a normal finish on that LOL
Consider it added, I will update with next mod

I consider visual spacing too, and the song is calmer in the intro, that's why it changes (big jump aside which won't feel like a jump at all)


Edit: heh... by SV meaning I meant that I placed SVs to match the song's pace. If I ignore my SV and try to respect visual spacing then I could just remove the SV, right? :roll:
Kurai
As per your request, here is my mod!

[Insane]
  1. 00:19:309 (2,3) - I do understand the need for a jump here, yet 3,00x seems a little too excessive for me here. This is a rather calm intro and the pressure slowly goes crescendo through the song, yet you have this huge jump in the calm part that comes from out of nowhere. I played the map a couple of times, and this jump always surprised me. Please consider shortening the jump.
  2. 00:25:551 (4,5) - This one is even worse xp
  3. 00:27:633 (4,1) - This one is fine though since the song stop being calm.
  4. 00:47:921 (3,4,1) - I don't like the constrast between (4) being stacked on (3) and the huge jump between (4) and (1). The stack breaks the movement yet you directly have to deal with a rather huge jump afterward (3,59x if you don't the greenline used to speed up the slider, because yes, the slider is also has an acceleration). Not really pleasent and comfortable to play in my opinion. To fix this issue, I would simply unstack (4).
  5. 00:51:563 (1,2,3) - Why is the spacing much lower than for 00:50:002 (1,2,3) - or 00:53:124 (1,2,3,4,5) - ?
  6. 00:57:025 - Sounds like a circle is missing here.
  7. 01:17:748 (1,2,3) - I think you should not vertically position them as they do not contrast with 01:16:534 (1,2,3,4,5) - this way.
  8. 01:28:673 (5,1,2) - Why does the sound on 01:28:846 - (that you usually mapped by starting a slider on it) is on a slider end?
  9. 01:43:066 - You've been ignoring the vocals during this stream, therefore I believe you should keep doing so and add an object here to follow the drums (and especially that electronic sound you mapped on 01:42:892 - even tho the more regular drums stopped). Basically, it feels like something is missing after 01:42:892 (1) - because of this.
[Hard]
  1. 00:05:609 (1,2) - Jump a bit too large for the calmer part of the song (especially because you don't really use jumps in the other parts). I understand the purpose of introducing jumps in this difficulty though since the Insane has quite a lot of them, but not large ones like this in my opinion.
  2. 00:09:598 (2,3) - ^
  3. 00:11:158 (1,2) - ^ (though this one is better)
  4. 00:13:933 (1,2) - This does look like an appropriate spacing.
  5. 00:25:551 (4,5) - Huge jump. (5) is already not that obvious to hit because the vocals abruptly end 1/2 before, adding some a large jump makes it far worse. You can easily fix that by changing the direction of 00:25:551 (4) - .

    The lower difficulties are fine!
  6. 00:57:112 (1,2) - I would rather you unstacked those objects. What precedes the pattern already puts quite some pressure on the clicking hand (for a Hard difficulty), suddenly having to click a circle and hold a kick slider is too disrupting and might confuse the player.
  7. 00:58:239 - I don't think there should be anything here. No sound in the music, and that kick slider with 2 reverses is a bit complicated to understand (especially since the slider is included in a triple. Too much information to handle at once for a Hard with that low AR)
Topic Starter
Seijiro

Kurai wrote:

As per your request, here is my mod!

[Insane]
  1. 00:19:309 (2,3) - I do understand the need for a jump here, yet 3,00x seems a little too excessive for me here. This is a rather calm intro and the pressure slowly goes crescendo through the song, yet you have this huge jump in the calm part that comes from out of nowhere. I played the map a couple of times, and this jump always surprised me. Please consider shortening the jump.
    Well, for starters, I am using a x0.65 SV which means the actual "jump" is something like x1.5 or so. Aside from values tho, I used larger spacing to match the increased vocals. Till this note the pitch rises, for then going slowly down. The contrast in spacing was meant to express such feeling
  2. 00:25:551 (4,5) - This one is even worse xp it's an Insane and a not-even-half-screen jump doesn't seem such an exaggeration to me o.o
  3. 00:27:633 (4,1) - This one is fine though since the song stop being calm. well... the song changed part lol. That spacing becomes the norm since this new part is more intense
  4. 00:47:921 (3,4,1) - I don't like the constrast between (4) being stacked on (3) and the huge jump between (4) and (1). The stack breaks the movement yet you directly have to deal with a rather huge jump afterward (3,59x if you don't the greenline used to speed up the slider, because yes, the slider is also has an acceleration). Not really pleasent and comfortable to play in my opinion. To fix this issue, I would simply unstack (4).
    Well, visually, this jump is like the same of the ones pointed out above^.
    What I did here was using a small spacing between 00:47:747 (2,3,4) - in order to create a "slingshot" effect on 00:48:442 (1) - since it is 1) starting a new musical part and 2) it is really way more intense than the rest.
  5. 00:51:563 (1,2,3) - Why is the spacing much lower than for 00:50:002 (1,2,3) - or 00:53:124 (1,2,3,4,5) - ?
    oh ye, I was planning on fixing this for a while but always forgot. I just found myself cramped in there, no real reason
  6. 00:57:025 - Sounds like a circle is missing here. not sure about this one, since the previous squares are completely on the vocals, while the stream afterwards are focused on that... drum? In between I can't really hear any of those so I'd rather not mix things too much here
  7. 01:17:748 (1,2,3) - I think you should not vertically position them as they do not contrast with 01:16:534 (1,2,3,4,5) - this way.
    I see what you mean here and it would be a nice detail to be added, but moving that single pattern makes all my other flows and emphasis screw too much (and I'm too lazy to have to fix 5 seconds of map for just this tbh)
  8. 01:28:673 (5,1,2) - Why does the sound on 01:28:846 - (that you usually mapped by starting a slider on it) is on a slider end?
    because the first part of the second kiai is focused back on vocals. The fact 01:26:072 (1,2,3) - this is still on that sound I mapped before
    is because vocals were too slow to make them fit into the intense kiai time (I should have used a circle on 01:26:418 - and a 1/1 slider on 01:26:592 - ,
    but that sucked)
  9. 01:43:066 - You've been ignoring the vocals during this stream, therefore I believe you should keep doing so and add an object here to follow the drums (and especially that electronic sound you mapped on 01:42:892 - even tho the more regular drums stopped). Basically, it feels like something is missing after 01:42:892 (1) - because of this.
    Tbh, I can't notice anything important there, since the drums I firstly followed for most streams in this map, if not all, stopped there as you said too.
[Hard]
  1. 00:05:609 (1,2) - Jump a bit too large for the calmer part of the song (especially because you don't really use jumps in the other parts). I understand the purpose of introducing jumps in this difficulty though since the Insane has quite a lot of them, but not large ones like this in my opinion.
  2. 00:09:598 (2,3) - ^ reduced this one since it was kinda big tho
  3. 00:11:158 (1,2) - ^ (though this one is better)
    Let;s make a big point to all 3 of them above ^
    First of all, the last one has the same distance, if not even more than the others lol, so I am not sure how that makes it better overall (perhaps the fact I use a forced reverse flow with the second slider?). Anyway, to the real reason I used that: it is not a jump lol, but a stretched movement which should force the player to go at a relatively fast pace between objects but without the need to "snap" on them.
    Also, if these jumps are that big, why aren't 00:20:696 (5,1) - or 00:22:777 (6,1) - considered big as well? xD
  4. 00:13:933 (1,2) - This does look like an appropriate spacing.
    00:13:933 (1) - next object is at x2.08
    00:05:609 (1) - next object is at x2.37... idk, is a a .30 difference that important with such a low SV? .-.
  5. 00:25:551 (4,5) - Huge jump. (5) is already not that obvious to hit because the vocals abruptly end 1/2 before, adding some a large jump makes it far worse. You can easily fix that by changing the direction of 00:25:551 (4) - .
    Let's say I can do my best and convert the slider into a repeat slider, but I personally don't see how a slider abusing leniency + circle would be an issue at this level lol. I do much worse in the Insane and the Normal is pretty edgy too in regards of spacing, so I think this would have been fine as a bridge. Anyway, changed because I don't mind this here.

    The lower difficulties are fine! n~o~i~c~e
  6. 00:57:112 (1,2) - I would rather you unstacked those objects. What precedes the pattern already puts quite some pressure on the clicking hand (for a Hard difficulty), suddenly having to click a circle and hold a kick slider is too disrupting and might confuse the player.
    Well, I kinda agree with this, but there weren't really many options if I wanted to respect what the song gives me.
    This is a build-up in the first place, so it becomes harder as it goes; at first 00:57:112 (1,2) - this was actually a triplet lol and to reduce the pressure on the hand from this I used 00:58:499 (1) - as a cool down before continuing so it should be fine, even tho intense (the Insane is kinda intense too in those regards if you notice)
  7. 00:58:239 - I don't think there should be anything here. No sound in the music, and that kick slider with 2 reverses is a bit complicated to understand (especially since the slider is included in a triple. Too much information to handle at once for a Hard with that low AR)
    Not sure about that when 00:57:286 (2,3) - these triplets are actually just a click and they are placed in a mirrored manner to make them easier to read tho :roll: The beat there is in the drums as the Insane shows too.
    Overall I believe this part's intensity comes simply by the repeated stacked 1/2 and not by what follows them, since in fact of clicks the rest is rather calmer imo
Thanks a bunch for the tempestive check :3
Voli
heya, you asked for mod, ill just post insane mod for now cuz im going on a college trip soon. will mod the rest when i get back

Insane

  1. 00:13:760 (1,2) - the style of spacing doesn't really make sense here because previously you used it for transitions between the vocal/instrument layers like here 00:12:546 (7,1) - . Using the exact same kind of pattern brings this contrast into confusion imo. What you did at 00:08:210 (1,2) - is better because its a note>slider thus less similar to your other doubles.
  2. 00:15:494 (7) - nc to indicate layer switch?
  3. 00:16:881 (3,4) - how about lowering the sv a tiny bit for these ''echoing'' sounds to make them differ from 00:16:187 (1,2) - ? Expressing them the exact same feels a bit weird considering the difference in intensity no? If you apply it, same goes for 00:22:430 (3,4) - etc obviously
  4. 00:25:551 (4,5,6) - I feel like 4 and 5 should be grouped closer together and 00:25:898 (6) - should be separated instead as you're switching layers there.
  5. 00:28:673 (5,6) - spacing isn't really justified compared to the rest of the pattern imo, nothing in the music stands out here. same goes for 00:31:794 (6) - . The little momentum stop you did 00:34:222 (5,6) - here displays this section in a much better way imo.
  6. 00:46:014 (1) - why is it stacked? i'd think, with the emphasis on this sound it'd be separated from the rest of this combo. Consider moving it more to the bottom of the playfield to complete this motion 00:45:494 (4,5,6) - ?
  7. 01:00:234 (3,4) - consider switching these around (slider>note instead of note>slider). Having the strong sound at 01:00:580 - on a sliderend doesn't seem quite right, considering the sound is grouped with these other 2 notes 01:00:754 (5,6) - , so it'd be rhythmically more correct to make a 3 note pattern out of this.
  8. 01:06:303 (5,6) - wouldn't you want to follow these 1/4 sounds here? you follow the 1/4s here as well 01:09:077 (5) - 01:10:465 (4) -
  9. 01:11:852 (6,7) - ^
  10. 01:12:199 (1,2,3) - going by pitch, a more apt spacing structure would be this: https://voli.s-ul.eu/0gKkzMxq.png (spacing from 2 to 3 lower instead of higher)
  11. 01:14:973 (1,2,3) - ^ and for other instances if you decide to apply
  12. 01:44:106 - feels like there should be a note here
defiance
osu community mentorship cycle 2 speedmapping contest #2
Topic Starter
Seijiro

Voli wrote:

heya, you asked for mod, ill just post insane mod for now cuz im going on a college trip soon. will mod the rest when i get back

Insane

  1. 00:13:760 (1,2) - the style of spacing doesn't really make sense here because previously you used it for transitions between the vocal/instrument layers like here 00:12:546 (7,1) - . Using the exact same kind of pattern brings this contrast into confusion imo. What you did at 00:08:210 (1,2) - is better because its a note>slider thus less similar to your other doubles.
    what if that's exactly the style, lol. I can see you prefer the note>slider approach but I do not have such possibility for 00:12:719 (1,2,3,1,2,3,4,5,6,7) - unless I do break my style
  2. 00:15:494 (7) - nc to indicate layer switch? kinda sucks but makes sense
  3. 00:16:881 (3,4) - how about lowering the sv a tiny bit for these ''echoing'' sounds to make them differ from 00:16:187 (1,2) - ? Expressing them the exact same feels a bit weird considering the difference in intensity no? If you apply it, same goes for 00:22:430 (3,4) - etc obviously
    intentionally made to look like that tho
  4. 00:25:551 (4,5,6) - I feel like 4 and 5 should be grouped closer together and 00:25:898 (6) - should be separated instead as you're switching layers there.
    the full stop on 6 gives it more emphasis. The lack of movement between 3-4 also helps build this effect
  5. 00:28:673 (5,6) - spacing isn't really justified compared to the rest of the pattern imo, nothing in the music stands out here. same goes for 00:31:794 (6) - . The little momentum stop you did 00:34:222 (5,6) - here displays this section in a much better way imo.
    the speed created between the two objects is needed to enhance the slowdown on the slider itself tho
  6. 00:46:014 (1) - why is it stacked? i'd think, with the emphasis on this sound it'd be separated from the rest of this combo. Consider moving it more to the bottom of the playfield to complete this motion 00:45:494 (4,5,6) - ?
    change onto vocals layer
  7. 01:00:234 (3,4) - consider switching these around (slider>note instead of note>slider). Having the strong sound at 01:00:580 - on a sliderend doesn't seem quite right, considering the sound is grouped with these other 2 notes 01:00:754 (5,6) - , so it'd be rhythmically more correct to make a 3 note pattern out of this.
    not focusing on drums at all tho
  8. 01:06:303 (5,6) - wouldn't you want to follow these 1/4 sounds here? you follow the 1/4s here as well 01:09:077 (5) - 01:10:465 (4) -
    can't hear the same 1/4 tho lol
  9. 01:11:852 (6,7) - ^ ^
  10. 01:12:199 (1,2,3) - going by pitch, a more apt spacing structure would be this: https://voli.s-ul.eu/0gKkzMxq.png (spacing from 2 to 3 lower instead of higher)
    ye, but no lol. That ruins consistency with everything else. I didn't prioritize pitch at all.
  11. 01:14:973 (1,2,3) - ^ and for other instances if you decide to apply ye, asking me to change one pattern I used in the entire kiai won't happen :P
  12. 01:44:106 - feels like there should be a note here if on vocals, but I'm not on vocals xD
Not late at all
Deramok
might want to space out the & between the artist. i don't know what the metadata standards for these things are but maps like feeling sky do leave spaces, which does make sense.

insane
  1. 00:16:881 (3,4,3,4) - would use the pairing effect you used for 00:21:736 (1,2,3,4,1,2,3,4) - here too. it's there.. kind of, just very weak and hardly noticeable imo spacing wise.
  2. 00:39:424 (3,4) - 00:42:199 (3,4) - what's the intention behind not mapping those with low spacing like before? just for the overall higher intensity of the part? not an issue, more curiosity.
  3. 01:41:158 (10) - maybe split that up into two sliders for the kicks? would make for a nice transition imo
  4. 01:31:794 (1,3) - any special reason why those are missing the usual drum whistles? you use them on 01:34:569 (1,3) - too after all
  5. 00:21:043 (7) - nc to be consistent with 00:15:494 (1) -
  6. 01:34:569 (1) - this note confuses me a little, seems to defy all focuses with 01:34:222 (7) - for the sake of something i' missing apparently. i'd expect it to go along the same lines as 01:36:823 (4,5,1) - .
normal
01:03:702 (3) - maybe nc these? just because 1/2 stacks have usually been in the same combo while 1/1 ones were separated like this one is, was a nice, even if coincidental, separation that kept confusion at bay, but i could imagine it backfiring here. if you don't care or don't see that as a big enough risk it's fine though

feel free to call me back when you had someone look into the metadata of the song, because i can't find jack myself on this particular version of the song.
Topic Starter
Seijiro

Deramok wrote:

might want to space out the & between the artist. i don't know what the metadata standards for these things are but maps like feeling sky do leave spaces, which does make sense. asked the meta guys

insane
  1. 00:16:881 (3,4,3,4) - would use the pairing effect you used for 00:21:736 (1,2,3,4,1,2,3,4) - here too. it's there.. kind of, just very weak and hardly noticeable imo spacing wise.
    if you refer to the fact the third pair is more spaced, then ye I can add that
  2. 00:39:424 (3,4) - 00:42:199 (3,4) - what's the intention behind not mapping those with low spacing like before? just for the overall higher intensity of the part? not an issue, more curiosity.
    ..low spacing like before? Not sure what spacing you're referring to tho ?.?
    Oh, wait, maybe I know what you mean, you're referring to stuff like 00:27:979 (1,2,3,4) - , right?
    Well, the whole pattern is a pyramid if you notice (it is rotated for each pattern, but it's a pyramid. I use that only on vocals ofc.
    The reason for that is simply that stuff like 00:39:077 (1,2,3,4) - is indeed more intense, while stuff like 00:27:979 (1,2,3,4) - tries to keep the constant kicks into account too (basically, the amount of instruments the pattern is covering changes and so the pattern)

  3. 01:41:158 (10) - maybe split that up into two sliders for the kicks? would make for a nice transition imo
    oh, that's cool indeed, didn't think about it
  4. 01:31:794 (1,3) - any special reason why those are missing the usual drum whistles? you use them on 01:34:569 (1,3) - too after all
    ah, that's because of two reasons: 1) I specifically used those drum whistles to characterize the group of 3 sliders which make up the maine pattern of the kiai (which you probably recognize: 01:26:072 (1,2,3) - ). 2) I used that part as a transition too: if you notice, from 01:33:008 (8,1) - things in the music change drastically so I couldn't use the usual 01:26:072 (1,2,3) - and keeping the same hitsounding didn't fit either
  5. 00:21:043 (7) - nc to be consistent with 00:15:494 (1) -
    oh, you're damn right there
  6. 01:34:569 (1) - this note confuses me a little, seems to defy all focuses with 01:34:222 (7) - for the sake of something i' missing apparently. i'd expect it to go along the same lines as 01:36:823 (4,5,1) - .
    ah, that's because I intentionally mapped more stuff at once since this was the most intense part of the entire song.
    The main idea was keeping drums as the main instrument (the clicks end all on drum beats) while adding a mask of vocals on top of it with the movement. Now, the issue you're probably having here is that I have the vocal starting at 01:34:395 - or 01:34:742 - and that's due to what I said just now: if I want to keep both instruments that's what happens since they don't fall on the same strong beat (which is indeed a shame).
    If I were to use something like 01:36:823 (4,5,1,2,3) - I would lose a lot of song expression tho, since for once, that particular sound on 01:37:170 (1,2,3) - is covered for 01:34:916 (2,3,4,5,6,7,8) - , not to mention it wouldn't make sense with the more intense section right there.

    If you happen to find some good variation I'll ofc consider it since it might be a little confusing (try playing it tho, it really works nicely as is already)
normal
01:03:702 (3) - maybe nc these? just because 1/2 stacks have usually been in the same combo while 1/1 ones were separated like this one is, was a nice, even if coincidental, separation that kept confusion at bay, but i could imagine it backfiring here. if you don't care or don't see that as a big enough risk it's fine though
oh you're right, I guess that's because I had longer combos before so now that I halved them those 1/2 started to be in different combos. Seeing that it was done in the entire kiai tho, it should be consistent enough (and honestly I hardly believe players of this level can actually see the color when it's stacked that way xD) . I would remove that combo, but then I'd have to make all the combos longer in the kiai which would then defeat the purpose of making it look more intense xD

feel free to call me back when you had someone look into the metadata of the song, because i can't find jack myself on this particular version of the song.
Ye, I asked the meta guys and let's see what they say.
Thanks a bunch for the quite interesting mod!
Topic Starter
Seijiro
meta: http://www.tano-c.net/release/tcplus-0028/

added "short" within tags because this isn't the full ver of the original song.
Deramok
ok
LowAccuracySS
WOKE
celerih
bg resolution kinda weird, you can use this instead https://celerih.s-ul.eu/bIMimQaT

Insane
  1. 00:29:020 (6,1) - 00:29:366 (1) - ctrl-h this? because of how this is angled the movement here feels very different from the other things similar to it 00:31:794 (6,1) - 00:34:569 (6,1) - 00:37:344 (4,1) - that all have comfortable movement
  2. 01:43:760 (7,8,1) - would be nice to differentiate these notes from the rest since you have pretty different sounds here. Maybe change spacing, or have 01:43:760 (7,8) - as a 1/4 slider?
  3. 01:44:106 - bass + vocal + wubby sound here, why not map it with a slider end from a slider that starts on 01:43:933 - ? would be more fitting imo
Hard
  1. 01:39:424 (1) - NC here kinda unnecessary since you didn't NC on 01:40:812 (3) -
For easy/normal: mapping the most intense part of the song with just a long slider is kinda lame tbh, makes for a not very engaging experience, even if it is just for newer players, Apart from that the diffs are fine

call me back once it's replied to
Topic Starter
Seijiro

celerih wrote:

bg resolution kinda weird, you can use this instead https://celerih.s-ul.eu/bIMimQaT :ok_hand:

Insane
  1. 00:29:020 (6,1) - 00:29:366 (1) - ctrl-h this? because of how this is angled the movement here feels very different from the other things similar to it 00:31:794 (6,1) - 00:34:569 (6,1) - 00:37:344 (4,1) - that all have comfortable movement
    doesn't look any different to me tho .-. In the end it's a simple back-and-forth movement, the slider shape is just there to not make it completely plain. If I were to Ctrl H this one I'd have to re-arrange everything else which seems kinda unnecessary when the gain is literally none gameplay-wise xD
  2. 01:43:760 (7,8,1) - would be nice to differentiate these notes from the rest since you have pretty different sounds here. Maybe change spacing, or have 01:43:760 (7,8) - as a 1/4 slider?
    the only real different note is 01:43:933 (1) - tho :roll: Am I missing something here ?.?
    What I did for 01:41:158 (2,3) - is warranted by the kicks in the song, but I hear no kick on 01:43:760 (7) - so a 1/4 slider would be a bit "why?" while playing imo
  3. 01:44:106 - bass + vocal + wubby sound here, why not map it with a slider end from a slider that starts on 01:43:933 - ? would be more fitting imo
    Ah, this is more a stylistic choice ahahaha. The entire map didn't use "wubby" stuff and in general I tend to go for circles on stuff like this one (I clearly like wub stuff (!) )
Hard
  1. 01:39:424 (1) - NC here kinda unnecessary since you didn't NC on 01:40:812 (3) - bye bye NC
For easy/normal: mapping the most intense part of the song with just a long slider is kinda lame tbh, makes for a not very engaging experience, even if it is just for newer players, Apart from that the diffs are fine
I do agree on that, but due to the rest time after a spinner I am obliged to. If I were to map all the streams with something else which would not use some of the stream's beats it wouldn't make much sense: why am I mapping just some beats when there is a stream having a ton of beats equal to those I map?
By logic, I used something which was "the same" for all the beats of the stream. Might not be the most entertaining thing to play, but it's the most logical if I follow the song :/
If there are other options I didn't find please tell me, but heh... we have just 3 objects after all, can't do much about it.


call me back once it's replied to
/w\
celerih
(:

I'm fine with the explanations here, map is ready to go!
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